Agents of Gaming recently changed the prices for ships they
are now as follows;
Omega Destroyer: 926
Hyperion Cruiser: 705
Starfury: 57
Minbari Sharlin: 1926
Minbari Flyer: 81
Minbari Nial: 106
Centauri Primus: 763
Centauri Vorchan: 360
Centauri Sentri: 38
Narn G'Quan: 673
Narn T'Loth: 485
Narn Frazi: 58
Raider Fighter: 30
Civilian Freighter: 190
Civilian Luxury Liner: 271
1.TWIN ARRAY: On page 52, the
description of the Twin Particle Array says that the weapon can
fire only once per turn. This is incorrect. It can fire TWICE per
turn, and can engage different targets with each shot (and, if
desired, one shot could be offensive while the other is
defensive).
2.SENTRI PICTURE: On page 54, the
picture is not that of a Sentri fighter, but of a Centauri
shuttle.
3.EARTH SHIP DEFENSE VALUES: On the
Earth Alliance Hyperion Heavy Cruiser ship control sheet, the
Defense Values are reversed. They should be Fwd/Aft 14/11 and
Strb/Port 16/13. Please note that on Earth ships these numbers
indicate defense values when interceptors are not available /
available. They do NOT indicate separate values forforward and
aft, or starboard and port. We will use a different notation for
this in the future, perhaps 14(11) and 16(13).
4.SHIP POWER LEVELS: On several of
the ship sheets, the Starting Power levels do not add up
correctly. All ships should have EXACTLY enough power to operate
every system on the ship at nominal levels. So, simply ignore the
listed "starting power" levels completely. If you need
extra power for thrust, jump drives, or other reasons, simply
deactivate enough systems to provide enough power. Note:
Beginning with the ship control sheets in the Narn-Centauri War
product, the power levels will not even include numeric totals.
Instead, it will say either "Extra Power: X" (usually
"Extra Power: 0" for most ships) or "Power
Shortage: -X". Assume that all the ships in the Boxed Set
say "Extra Power: 0."
UPDATE 9/16/97: If you get the "Power Reduction"
critical hit, reduce power by 20% of the listed value. When we
redo the sheets, we'll include an "Power Loss" line so
you know the effect if you get this critical.
5.FIGHTER ACCELERATION COST: It does
not state in the rules (but should) that fighters have an
Acceleration/Deceleration cost of 1 point.
6.HIT LOCATION CHARTS: On a few
ships, the hit location charts are incorrect. On the Omega
Destroyer, the Interceptor hit on the Aft chart should be 10-11.
On the Hyperion, the Pulse Cannon on the Side chart should be
10-11, and the Port/Stb Structure should be 12-18; also, the
Interceptor on the Aft chart should be 11-13. Finally, on the
Centauri Primus, the Aft Struct on the Aft chart should be 13-18.
7.PARTICLE BEAM INTERCEPT RATINGS:
Numerous people have asked about the difference in the Intercept
Rating on the Omega and Hyperion's Particle Beams. The listed
ratings are CORRECT. We were supposed to have a note in the
rulebook saying that the Hyperion uses an older model of the
"standard" particle beam, but left it out
inadvertently.
8.OUT OF ARC WEAPON HITS (Updated):
On some ships, weapons are listed on the damage charts that are
not actually attached to the sides the charts represent. For
example, on the G'Quan, there are Twin Arrays listed on the
Forward Hits chart but the nearest arrays are on the sides. This
isn't an error! If you take damage on a weapon, but there isn't
one attached to that side of the ship, then you must mark the
damage on any such weapon that bears on the firing ship. THIS
APPLIES ONLY IF THERE ARE NO WEAPONS ON THE APPROPRIATE SIDE IN
THE FIRST PLACE! In the case of the G'Quan, a shot that hits the
front and damages a Twin Array can destroy either of the arrays
on the sides. However, this does NOT mean that shots hitting the
front of the Centauri can destroy every Twin Array on the ship!
There aren't too many cases where this rule applies in the Core
Rules ships, but you might see more examples of it in future
products.
9.MINBARI SHARLIN EP GUN: This should have the same arc as every other weapon attached to the forward structure.
10.POWER LOSS AND JUMP ENGINES: Some have pointed out that a ship which loses several weapons might be unable to jump because it won't have enough power. This isn't what we intended. To resolve it, use this rule: If a ship loses a weapon, power for that weapon is shunted to the jump engine (if any) by special bypass circuits. Thus, the jump engine can still be used even if the ship suffers serious damage. If there is no jump engine on the ship, the power is lost.
11.DEACTIVATION OF JUMP ENGINES:
Unless otherwise noted in a specific scenario rule (or altered by
your
house rules), assume that no ship can voluntarily deactivate its
jump engine for extra power. While it may seem tactically
wise, it's something no ship captain would normally do; he would
always want to keep that escape route open.
This restriction is lifted if the jump engine is more than 50%
damaged, as the captain may well feel sticking around is less
dangerous than trying to open up a jump point!
12.PENETRATION OF DESTROYED STRUCTURE:
If a ship loses a structure block, future damage through that
side on future turns is automatically rolled as a Primary hit. It
does not go directly to primary structure (as the Core
Rules lead you to believe). If this were not the case, it would
be impossible to destroy key primary systems (such as
sensors and engines) if the side of a ship were destroyed, which
doesn't make much sense.